mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 17:54:01 +00:00
refactor: removed hardcoded ag laser logic (#1079)
* Removed hardcoded laser logic * Address feedback
This commit is contained in:
@@ -2,56 +2,27 @@
|
||||
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "EntityManager.h"
|
||||
#include "AgMonumentLaserServer.h"
|
||||
#include "EntityManager.h"
|
||||
#include "ePhysicsEffectType.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
void AgLaserSensorServer::OnStartup(Entity* self) {
|
||||
|
||||
PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
|
||||
physComp->SetPhysicsEffectActive(true);
|
||||
physComp->SetEffectType(ePhysicsEffectType::REPULSE);
|
||||
physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
|
||||
physComp->SetDirection(NiPoint3::UNIT_Y);
|
||||
|
||||
m_Skill = self->GetComponent<SkillComponent>();
|
||||
self->SetBoolean(u"active", true);
|
||||
auto repelForce = self->GetVarAs<float>(u"repelForce");
|
||||
if (!repelForce) repelForce = m_RepelForce;
|
||||
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
|
||||
if (!phantomPhysicsComponent) return;
|
||||
phantomPhysicsComponent->SetPhysicsEffectActive(true);
|
||||
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
|
||||
phantomPhysicsComponent->SetDirectionalMultiplier(repelForce);
|
||||
phantomPhysicsComponent->SetDirection(NiPoint3::UNIT_Y);
|
||||
}
|
||||
|
||||
|
||||
void AgLaserSensorServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
|
||||
if (!m_Skill) return;
|
||||
|
||||
|
||||
Entity* laser = nullptr;
|
||||
|
||||
for (auto script : EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPT)) {
|
||||
|
||||
AgMonumentLaserServer* hasLaser = (AgMonumentLaserServer*)script;
|
||||
|
||||
if (hasLaser) {
|
||||
const auto source = script->GetPosition();
|
||||
const auto obj = self->GetObjectID();
|
||||
|
||||
if (obj == 76690936093053 && Vector3::DistanceSquared(source, NiPoint3(149.007f, 417.083f, 218.346f)) <= 1.0f) {
|
||||
laser = script;
|
||||
break;
|
||||
} else if (obj == 75866302318824 && Vector3::DistanceSquared(source, NiPoint3(48.6403f, 403.803f, 196.711f)) <= 1.0f) {
|
||||
laser = script;
|
||||
break;
|
||||
} else if (obj == 75866302318822 && Vector3::DistanceSquared(source, NiPoint3(19.2155f, 420.083f, 249.226f)) <= 1.0f) {
|
||||
laser = script;
|
||||
break;
|
||||
} else if (obj == 75866302318823 && Vector3::DistanceSquared(source, NiPoint3(-6.61596f, 404.633f, 274.323f)) <= 1.0f) {
|
||||
laser = script;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (laser != nullptr) {
|
||||
m_Skill->CalculateBehavior(m_SkillCastID, 15714, target->GetObjectID());
|
||||
}
|
||||
auto active = self->GetVar<bool>(u"active");
|
||||
if (!active) return;
|
||||
auto skillCastID = self->GetVarAs<float>(u"skillCastID");
|
||||
if (skillCastID == 0) skillCastID = m_SkillCastID;
|
||||
auto* skillComponent = self->GetComponent<SkillComponent>();
|
||||
if (!skillComponent) return;
|
||||
skillComponent->CastSkill(m_SkillCastID, target->GetObjectID());
|
||||
}
|
||||
|
Reference in New Issue
Block a user